Secret places in the stalker shadow of Chernobyl. Game basics. Sets in Pripyat

Shadow of Chernobyl:

1) Gordon Freeman in the Wild Territory, in the electr tunnel near the crashed helicopter.

2) The inscription "Come in, don't be afraid, come out, don't cry", in the X-16 Laboratory. In the archives of the game, you can find the alpha channels of the inscriptions - "" Toad - greedy donkey nah "" All warriors are stupid freaks ".

3) Numerous photographs of people and posters on the walls.

4) Stuffed Chernobyl cat at the base of Duty (Bar location). You can also find stuffed animals of other mutants cut from the game.

5) Olives "Iberika" and green peas "Bonduelle" on the counter in the Bar.

6) Multiple references to half life 2 and, according to some, to the F.E.A.R. (even the name is similar), and the Monolith company at the same time.

7) Cult quote "Freedom for all". (Who is not in the know - read the book by the Strugatsky brothers: "Roadside Picnic")

8) Professor Sakharov. (A.D. Sakharov)

9) The newspaper "Facts" ("... you have to jump out of the window").

10) Flashlight - emoticon.

11) All sorts of funny and inappropriate textures in the game directory, also in the car sounds folder - Crazy Frog's song, and other inappropriate files.

12) Fang's grave with the date 1971-2018, which consists of boards from different graves (the plot is in 2012).

13) Weapon in a vice. ("Thunderstorm" for Sidorovich and "AK-74" at the base of Freedom.

14) TVs with a preview of S.T.A.L.K.E.R. (Like Sidorovich's, in Bar and in many other places.)

15) Numerous reports from the inhabitants of the Zone that they saw UFOs in the sky. Apparently a second visit.

16) Kruglov's mention of Pinocchio (Antropomorphus Dendromutantus Vulgaris).

17) Somewhat not an Easter egg, but with due consideration, the emblems of the groups, if combined, resemble the emblem of the Russian Standard bank.

18) Near the exit from the Wild Territory there are two large pipes. If you look closely, you can see someone's face.

19) Vodka "Cossacks". The description says that the manufacturer of vodka is a certain company "GSC" (For those who are in the tank: "Cossacks" - the previous game from GSC)

20) Guitar and radio. This is a classic easter egg, located in a container in the Wild Territory along with the artifacts Mother's Beads and Spring (version 1.0004 and 1.0005).

21) In the Red Forest, at the Radar location, there is a cache "Parcel to Duty". So: there is a bottle of vodka (1 pc.), Compact pistol (1 pc.) And one cartridge. Like, drink and shoot yourself.

22) If you approach the section of the fence that Cherepovets (debtmen under the command of the Skull) wanted to blow up and hit it with a knife, a new convenient path to the Freedom base will open.

23) The miser from the base of freedom is just a copy of Maxim Popenker.

24) I found a strange portal at the Chernobyl nuclear power plant. He is on a mission not far from huge round antennas, from which energy escapes. In the process of passing, we do not capture it in any way. But getting into the building was no easy task. The developers clearly did not want anyone to get to this teleport. It is understandable - it is as if cut off from the general system of teleports - it does not work. Only the flash goes like before moving, but you don’t move anywhere.

(Although in CN this building and this portal are already in use)

25) For a long time there was an assumption that the guarded appendix on Radar is one of the exits from the railway tunnel that connects laboratories-X. Someone said that once he managed to "open" the door in this place. He shot her with an RPG-7u, and the door simply disappeared for a while. A happy, random run of the game... And behind the door is a loading point to another location. As he walked through the door, the loading took place and he appeared in the X-18 lab, on the lower level, in the room with the pseudo-giant. And now we also remember where X-18 is located on the map ... He had a game version of 1.000 then. It is not known whether this is true or not, but it sounds very plausible.

26) Snorks can climb stairs. You can check this by getting out of the X-16 laboratory on Yantar through underground tunnels ending in stairs. If you carefully run from the snorks without killing them, and get to the surface, they will follow.

27) When aiming at a thrown bolt, a box of dynamite, a barrel, the name of the items will be displayed and a suggestion to pick it up. But we will not be able to take this item. This can be explained by the fact that the developers have removed the ability to add these items to the inventory, but mods can easily fix the situation.

28) There is one small contradiction in the game: stalkers often say around the campfire, quote: "But sausage and long loaves are now worthless." However, the description of the products says about their good quality, and that, at a minimum, "no one complained."

29) Many were interested in what is in the premises of the Bar, into which the gloomy guard does not want to let us in. These rooms are really well designed, but empty. The fact is that the developers cut out the moment where the Bartender calls us to him for an important conversation.

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First steps

As soon as you select the difficulty and start the game, a cutscene will start, in which you will see the prologue of the story of the Bullseye. After the video, you will enter the hideout of Sidorovich, the main merchant in the area, who buys and sells everything that lies within the Zone.

This person saved you, and therefore you will have to do him a favor. During your first conversation, if you are not familiar with the STALKER series, ask Sidorovich to address you as a beginner so that he brings you up to date and explains the basics of control.

The first task during your work for the huckster will be to find a man nicknamed Nimble, who stole a carrier with important data.

After finishing the conversation, leave the shelter and chat with the stalkers outside, and specifically with the Wolf, who will hand you the first weapon.

Before leaving, inspect the starting village, the houses of which are mostly open. It is especially important to look behind the back of the Wolf, where the stairs leading to the attic are located - there are boxes with provisions inside.

Moreover, from the attic you can move to the outer ledge of the house, in order to then jump to the building opposite (you can only jump up to one house from there) and find a box there. Attack him with a pistol to move him closer to the crevice - then the cargo will break, and you can get the equipment of the mercenary.

According to the quest from the Wolf, go to the stalkers on the other side of the road, whose group is marked on your PDA. On the way, you can hear the groans of a wounded person - give him a first aid kit if you want to get your first friend in the Zone, as well as increase the respect of stalkers.

Examine the wagon for ammunition and keep moving. Together with a group of stalkers, you have to attack the base of bandits - do not run to them in the open, even if you play on the average difficulty level, as an enemy with a sawed-off shotgun can kill you instantly.

Get into the territory through a hole in the fence and start the battle. If you are confident in your abilities, you can tell Petrukha that you can handle the battle alone, for which he will eventually give you a good Fora 12 pistol.

Perebeyte all the bandits in the buildings, and then go to the two-story building, inside of which lies the bound Nimble. Take a flash drive, collect swag from corpses and boxes, and then return to Sidorovich.

After turning in the task, you can immediately proceed to the next story mission. However the best option will be the completion of side quests, as now you need to get cooler equipment.

Be sure that the tasks of clearing the territory from monsters, bandits or searching for an artifact can always be handed to you by the nearest NPCs like Wolf and Nimble.

N a Agroprom!

When you feel that you are ready to continue the story, take an assignment from Sidorovich, who will ask you to find important information. According to him, they must be located somewhere on the territory of the Research Institute Agroprom, which is guarded by armed fighters.

Before sending, do not forget to buy first-aid kits, bandages and cartridges if you do not want to get into a mess. The armor of a mercenary or equipment for the Nimble quest will be especially useful here.

To get to Agroprom, you have to pass the cordon of soldiers near the bridge. You can solve the problem in several ways: unfasten five hundred coins to the boss (for this you need to go up to him without shooting, quietly and calmly) in order to go in one direction (they won’t take money from you when you try to pass again - they will start shooting right away), or immediately deal with them.

An open fight with the military will not be so easy, since these guys are armed with the first word of technology: there are six of them in total, and each of them has shortened “Kalash” and a lot of first-aid kits in their hands.

In addition to the above options, you can also try to bypass the cordon along the radioactive embankment or through the tunnel on the left, full of electrical anomalies.

In the first case, you will receive a considerable dose of radiation, while in the second you will have to carefully bypass anomalies that kill instantly (use the bolts to defuse the trap and go a little forward).

After passing the outpost, you will receive a message from Sidorovich, who will tell you about a certain stalker nicknamed the Fox. The fox is in trouble and you can help him if you want to make another friend.

Moreover, the guy will tell you about Strelka - a person who managed to get into the epicenter of the Zone. Kill the flock surrounding the Fox's shelter to get one and a half thousand rubles.

If you have a grenade - use it to smoke out the opponents who have settled in the building. When the firefight is over, collect swag in the area and, most importantly, do not forget to pick up the Viper-5 - a great assault rifle in the early stages of the game.

Dump

A new location will immediately push you into another danger. The bandits pinned down a neutral stalker that you can save. By the way, no one will forbid you to dress up as a bandit and just walk by, because in STALKER: Shadow of Chernobyl you can side with any factions, including bandits, simply by killing their enemies.

After the mess, you will receive information on the PDA, which contains information about the attack of the bandits directly to the landfill (not the location, but the landfill). On the spot you will find Bes - the leader of the neutrals, who asked for help.

He will tell you that in the past the landfill was owned by bandits, but then they (Bes and his comrades) managed to win back this place. Now the guys are reaping the benefits of constant attacks, and they are asking you to help them deal with the threat.

Before the battle, explore the junkyard for Viper ammo, which is in the crates at the top of the turret. During the battle, try to protect the Bes, who, like any other NPC, can die. If successful, he will give you rubles and an artifact that can be sold.

Gather ammo for the AK-74U, which will come in handy directly in the battle on the territory of Agroprom (since it is there that you will find a particularly difficult mess, for which you will need something more powerful than the Viper-5).

Next, go to the hangar in the middle of the location where Gray is located - this person knows something about the Strelok. On the way to this place, you will again receive a message about the attack of bandits who are simply besieging the Garbage.

A battle between stalkers and bandits will take place in the hangar - help the latter if you want to contact netrals in the future. In battle, don't stand in the center, as you can get hooked on both sides.

To clear the hangar, go head-on, as you can climb onto the wagon along the direct path, or get over to the stalkers and fight with them shoulder to shoulder.

Another option is also available to you - then you will have to go in from the side in order to get to the rear and take the attack by surprise.

After the firefight, talk to Gray, who will inform you about the Strelka's "nick", as well as about another stalker who may know the approximate location of your main target.

Search the district and go to Agroprom, taking the path to the left of the railway. On the road, you will have to defend yourself a few more times, but nothing serious will happen.

NII "Agroprom"

On the way, you will meet a neutral who knows that Krot (the same stalker with new information about Strelka) was attacked by the military. Next, you will see a small cut-scene with the landing of fighters who will start attacking the stalkers.

For now, don't waste time collecting resources, as the battle is in real time and every second counts.

Pass the fence and, once on the territory of the Agroprom, start shooting the military. Be sure that it is extremely difficult to fight them in the open - you need to kill opponents from behind covers.

Soon you will reach the central part of the base, where the Mole itself is defending. This guy can die very quickly, so act very quickly and deal with all the military, if possible, exposing yourself to the bullets intended for the Mole.

Also here you can use grenades and blow up barrels, but be careful with this, as there is friendly fire in the game.

When the battle is over, the Mole, if he survived, will take you to the building and tell you about Strelok's cache, which is located on the lower level of the Agroprom.

Before leaving, you should look north of Agroprom, to the swamps, where there is a valuable artifact, as well as an interesting character nicknamed the Deserter, with whom you can chat.

Dungeons of Research Institute "Agroprom"

After going down to the lower level, examine the first corpse. Next, slowly get to the stairs down, near which there is an open room (between the columns).

Throw a grenade there or open fire if you haven't been spotted yet, as there are enemies inside. Also inside there is an incendiary barrel that can be blown up.

After the battle, step into the corridor, dotted with electrical traps, which you could see in the tunnel near the cordon of the military. Having passed the anomalies with the help of a bolt, go into the next room, from where you can go down even lower - into the tunnels leading to the Strelok's cache.

If you can't get through the "electra", in this case, look into the nearest room and use the spiral staircase. It will lead you to another corridor with more benign anomalies - acids that open heavy bleeding.

Pat yourself with bandages and quickly get to the end of the path to then get out into the main hall. Here, try to move slowly while sticking to the wall, as there is a dangerous creature called the Bloodsucker nearby, which for the most part remains invisible.

If you do not let yourself be detected, then soon the monster will face the military (otherwise, the grenades located in the box against the wall on the right will help you).

By the way, by holding down the use key (default F), you can highlight objects at a distance of up to three meters to simplify your task of finding supplies.

In the same room there is an artifact "Hedgehog", which must be picked up, but only after the battle. Pass the crevice in the wall, bypass the corridor and turn left, where there is lighting.

Here you will find many valuable things like an improved Kalash, stalker armor, various artifacts and, most importantly, a data carrier (located by the map).

You must now leave the dungeon: go through the main tunnel to reach a shaft with a spiral staircase. The latter will take you to the top, but along the way you have to constantly fight.

With documents!

After leaving the dungeon, you will find yourself within the western part of the Agroprom, where the military settled. Here you will have to act carefully, as the opponents have taken up positions on the towers and are generally patrolling the entire district.

If you are noticed, then in this case, hide somewhere in a building or behind another strong cover, then play defensively and do not attack yourself. Ultimately, you need to get to a tall building (at the entrance you will find a loudspeaker that you should shoot at).

Inside the house, prepare for resistance - soldiers will be standing around every corner. On the third floor you will stumble upon a diplomat white color where the information you are looking for lies. When you take it, Sidorovich will contact you, who will inform you about the next military attack on their base.

Accordingly, for some time you will not be able to meet with him, so he will send you to another knowledgeable person - the Bartender.

The latter, by the way, introduced you to Debt and asked this group to open the way to the Rostock plant for you.

Now you need to get out of here, because after the conversation, even more military men will descend on the territory of Agroprom. Leave through the far entrance, as there are the fewest opponents.

As for the eastern part of the Agroprom, soldiers also live there. There is no valuable loot there, so immediately go to the Garbage. Before leaving the location, it makes sense to explore the area around the research institute, since artifacts are guaranteed to be there.

R stock

After leaving the research institute, you will stumble upon bandits that you don't have to kill. However, if you deal with the whole gang and help the local stalkers, you will get the recognition of the Bartender, as he is in charge of this territory.

Continue walking towards the outpost of Duty, near which you will witness the attack of monsters on their base. You can help Duty, and then you will be given the stalker armor. One way or another, you will be allowed inside.

At the Bar location, take the right path. Soon a pack of dogs will attack you, from which, if you wish, you can run away, having reached the next outpost of Duty. Inside the base is safe. Now visit the Bar directly, where the Bartender is located, to whom you must hand over the information.

Sell ​​the swag to the merchant and talk to him. After the conversation, do not rush to proceed to the next task, as there are many interesting things at the base.

You can ask the locals about such a thing as the Arena, where stalkers fight for big profits, risking their lives in the process. When passing the Arena, you will receive more than ten thousand rubles, as well as the recognition of all stalkers.

With reference from X-18

The bartender will hand you the next story mission related to the search for information from the X-18 laboratory. The task itself is different from a trip to the territory of the Agroprom, since the location of the laboratory is unknown to the Bartender.

Moreover, the first thing you have to do is find the second part of the key, which opens access to the lab. The key is located at the leader of the bandits, nicknamed Borov, on the soul of which you have to go first.

The boar lives in its own base in the Dark Valley location, where you can get through the Garbage. You will have to go back and again pass a lot of monsters and bandits.

Before moving to Dark Valley explore the end of the Junkyard. Very often in this place (to the right near the hill) there are anomalies, among which lies an artifact for five thousand rubles.

Dark Valley

At the start of a new location, you will meet a debtor Bullet, who is interrogating a shot bandit. From their conversation, you will learn that the Bartender's reconnaissance group was ambushed, and now Bullet wants to save them.

Not far from here, you can find an artifact lying by a boulder. It " Mother's Beads”, which increase resistance to gunshot wounds.

Naturally, Poole will need your help - he will ask you to rescue another stalker held by bandits.

You can refuse to ambush with the debtor if you do not want to increase reputation with this faction. As a reward for completing it, you will receive a sight for 74 and interesting information about the state of the Valley.

After that, go to the bandits' base, where you can get in two ways - in the forehead, but then you have to withstand an incredibly strong fire, or through the sewers, the road along which is marked on the map with marks. In the second case, you will have to move while sitting, not using a night vision device or a flashlight, otherwise you will be noticed.

Not only that, the enemy can even hear how you change the gun or the firing mode (this also applies to reloading), so prepare in advance.

As a result, you should calmly get to the garage, from where you can get to the pipes, and then to the window, where the mess will finally begin. Neutralize opponents quickly using the surprise effect.

Under the van, you can accidentally fall into the pit where the "heat" anomaly is located. Before jumping away from there, pick up Abakan - an analogue of "Kalash", but with slightly more damage and higher accuracy.

After killing all the bandits in the yard, proceed to clear the houses. Operate from the largest hangar, in which there is a path to the top floor, and then - the opportunity to go to the roof of the neighboring house, where the largest number of enemies are located.

In the same red building you will find a grate behind which a debtor is imprisoned (he can be saved to increase his reputation).

There is no need to deal with all the thugs - the ultimate goal of the task is in the office building, where the leader of the bandits is located.

Naturally, it will be safer to deal with everyone. Finally, you will reach the Hog - kill him and examine the corpse to get the missing part of the key.

By the way, during the quest you can stumble upon a bandit in a raincoat, who is armed with an Abakan with a grenade launcher. This powerful weapon can be returned to one of the debtors who lost it.

Laboratory X-18

Inside the laboratory, examine the corpse of a neutral, and then go into a room with a secure door. To open it, you need to get the code, which is from one of the researchers (at the end of the corridor with "heat" and snorks).

To simplify the battle with snorks and poltergeists, take the powerful Monolith armor, which lies in one of the lockers on the same floor.

After picking up the key, return to the door and enter it. At the lower level, your only guide will be the elevator opposite - you need to remember it.

Here, the poltergeist will start attacking you again, throwing various utensils - dodge flying objects and shorten the distance, since you need to kill these bunches in close combat.

To the right of the elevator is a corridor leading to another locked door. Behind the elevator is another corridor, ending in an empty room, from where you can go into a room with a hole. Go to the last one.

After that, you will find yourself in a huge room with a small amount of light, but in the center you will find something - a pseudo-giant. This creature will give you a huge amount of problems, as it has a huge amount of health and deals a lot of damage.

Don't let him get close to you and keep shooting - after the battle, examine the researcher's body, which is in the corner of the room. Having received the key, search the room (IL 86 and RPG-7 lie here) and return to the right corridor.

During the opening, someone will start to break into the door, but in the end there will be no one behind it. Next, a new battle with poltergeists awaits you. In the hall, move on the left side to open door, which will slam shut in front of your nose.

A battle will begin with a fiery poltergeist, who is slightly stronger than his "blue" counterparts (he creates a mark under your feet, which soon bursts into a pillar of fire). After the battle, get to the control room and take the information to trigger a cut-scene.

After waking up, it turns out that you are not alone here - soldiers have visited the hall. Now you have to get back, of course, with a fight, but if you want, you can try to move on the sly.

Outside, you will be contacted by Sidorovich, who will be glad that you are alive and will tell you about the closure of the Junkyard. Because of this, you will have to go through the old tunnels leading to Kordon.

To the return

You will find yourself in the territory of Cordon, but on the other side, which was attacked at the beginning of the game. Take the information from the lab to Sidorovich and sell all the swag.

Before doing the next story mission you can complete the secondary ones: the merchant will ask you to steal information from the military base, and the Fan will ask you to kill the mercenaries. Next, you need to reach the Garbage to get to the Bar. Follow the same path, which was again captured by the military.

At the bar, chat with the Bartender, who will continue storyline. Also here you can transfer the Abakan found in the past to one of the debtors, if you wish.

To laboratory X-16

According to Bartender, the researchers know where you can get to X-16, so you need to go to them. You have to go through the Wild Zone, where a hidden passage to a new location will appear - on the spot you will hear the negotiations of thugs with whom you will have to fight.

Inside the house, deal with the remaining opponents and exit on the other side. Outside, you will also have a fight, so do not relax. After the battle, go to the Railway Station, where a cut-scene will start, after which you will have to protect the researchers from the attack of thugs.

Get to Dr. Kruglov, who needs help. If you help him, you will progress through the main storyline even faster, as his subordinates will become loyal to you.

Reach the point with the fallen pinwheel while cutting out the enemies in parallel, and then talk to the researcher. Now Kruglov will need to be escorted all the way to Yantar, where their hideout is located. Soon you will be attacked by two powerful units of the Wolfhound at once - from behind and in front.

At the Change House you will have one more battle, and then - a battle at the construction site. After that, a group of scientists will begin to pass the zone with anomalies - follow them, as these guys know the safe way.

Immediately, you can be attacked by zombies that do not differ in special intelligence, speed and damage, but are devoid of cowardice.

Having overcome the danger zone, you will receive a gift from Kruglov - a carrier with valuable information, which is worth giving to the Bartender. From here, scientists will reach the base on their own.

I am ntar

You will find yourself in a scorched expanse, once filled with water. Now this cavity is a swamp with a powerful background, anomalies, snorks and other creatures that crave your flesh. In the center of the lake is the base of researchers, where you need to go.

Inside the base, a cut-scene will start with a conversation between Kruglov and Sakharov. After that, talk with the latter - you can shake off all the swag for him (especially artifacts, for which he pays more than ordinary traders); the scientist will also reward you for accompanying Kruglov with an excellent protective suit, which is useful for bypassing anomalies (it is useless in battle).

According to Sakharov, you can get into the X-16, but first you will have to calibrate the equipment, since the previous group, without assessing all the dangers, died due to incredibly high psi radiation. Kruglov will personally correct the state of the background, but he will not go there himself - it is you who will have to accompany him.

If your inventory is full, throw off unnecessary things in the box of the scientists' base, as after this mission you will return here. However, be sure to grab both regular armor and a space suit.

On the way, look for Snorks, moving ahead of the curve, as they will try to attack the explorer, whose health is limited. On the spot, the scientist will begin to study the environment - the earth will tremble for the first time.

Inside, act in the same way, moving ahead of Kruglov. During the second study, the vibration will begin again, and during the third study, the ejection will begin.

After that, a crowd of monsters will attack you, which are guaranteed to devour Kruglov if he received a lot of damage before. By the way, after the fall, the researcher will drop the cannon, which you can pick up and throw at his feet - then he will pick it up.

At the base, talk to Sakharov, who will mark the location of the X-16 on your PDA and give you a suit with protection against the PSI background. Go to the marked point, moving near the fence.

In the swamps, deal with the zombies that stand on the islands of land, because when you step into the water, they will immediately attack you.

But before that, you should examine the helicopter crash site, where the researcher's body lies with information about the laboratory. His notes will also mention a certain Ghost, who was in the Strelka group.

After that, return to the base to the scientists and equip yourself as you should, as you will visit the Yantar factory. When wearing a protective science suit, move carefully and don't push yourself, as it has very little physical resistance.

In place, go to the van, to the left of which lies a dilapidated building with supplies. From there, you can also bypass the zombies and just throw grenades at them. Having reached the treasured entrance, go down to the laboratory.

Complex X-16

Inside the laboratory, a snork will attack you - kill him and climb into the elevator shaft. After the descent, immediately run to the control booth, which can be reached by the stairs (to the left of the elevator).

Move quickly, as snorks can visit your soul. Step forward from the cockpit, dealing with the monsters in parallel.

Tackle through the corridors, examining the shelves for provisions and medical supplies, until you finally reach a room with a barrel-filled hole. It is worth throwing a grenade there, as there are opponents behind them.

After that, step into a large room where the psi device is located - you need to turn it off within five minutes by deactivating the power.

It is necessary to cut down four knife switches, which are located around the perimeter of the room. The allotted time should be enough for you if you do not stop and fight enemies for a long time.

After completing the task, the hero will pass out again. After waking up, get out of the laboratory (turn to the right, leading to the corridor). Deal with the zombies and get ready to open the massive door behind which is the controller.

After the battle, examine the corpse of the Ghost with valuable information about the Gunslinger and powerful armor. Next, use the hole in the right cage, which will lead you into the tunnels.

Inside, you will have to fight with the snorks, who will get out right from the ground. Go straight until you come across a pseudo-giant - kill him and go outside. After that, Sakharov will contact you.

Finally, you just have to get to the base of researchers. Sakharov will thank you very much for turning off the "burner" and will give you an excellent spacesuit.

Also give him the Ghost's vest to get money, and take on the task of finding even cooler stalker armor. Now you just have to return to the Bartender.

K ordon and Agroprom

After completing the above task, you should not immediately proceed to the storyline, as a Conductor will appear on Cordon, who has information about the whereabouts of the Doctor.

Get to your destination through the Junkyard. Soon you will reach a dilapidated building, near which the Guide sits (earlier you saved the Fox here).

The Explorer himself, by the way, is considered one of the most skilled stalkers, as he arrived here one of the first and is still alive. According to him, the Doctor hid in Strelok's hideout, so you need to go there - to Agroprom.

Inside the complex, get ready to fight the bandits. Further, making your way to the destination, in any case, you will stumble upon a tripwire that will trigger a cut-scene. The doctor will lift you to your feet, after which you will finally realize that you were hunting for yourself (the Shooter is the Bullseye).

Next, the chiropractor will inform you about the Monolith: it is indeed, as Strelok (that is, you) previously believed, a sample from under the Chernobyl nuclear power plant itself, where you can only get with a rare key. The latter is hidden in Pripyat. Finally, return to the Bartender.

B armen

In the Bar, the owner will inform you about the Debt, the head of which (Voronin) wants to chat with you. Also, the key quest will now be turning off the next “burner”, but already at the Radar location, which is particularly difficult.

Voronin will ask you to find a unique optic at the mercenary base, for which you will receive Vintar. Also, if you are looking for good armor (and if Seva does not suit you), then you can visit the base of Freedom - the opposite faction of Duty, which also has mass additional tasks. Raise your reputation with it and eliminate the traitor to get powerful light armor.

After completing the secondary quests, return to the Freedom cordon blocking the path between the warehouses and the Radar. You have to repel the attack of the Monolith, after which you can go to the next location.

Radar

The new location will be limited due to the strong background around the perimeter, so you will not be able to approach the rocks and cars. Step immediately in a straight line to the military post and clear it, then continue moving.

In this case, Vintar or another long-range cannon will help you, since you won’t be able to get close to the sniper. Follow the main road past the Red Forest and don't shine too much as the Monolith camp is nearby.

Examine the supply boxes near the tank - a few grenades will come in handy. Clear out the patrol in front and climb the hillock, behind which there will be a turn, where the enemy sat down with an RPG.

You need to spot it first or choose a particularly protected position, as this weapon has a large hit radius. In parallel, deal with the remaining adversaries and clear the camp.

Next, new snipers await you: one hid right in the GAZ (look at the body), the other - on the balcony to the left of the road. Although they can be in other positions! After the hill, you will constantly encounter small units that are easy to deal with.

The closer you get to the "burner", the more it will start to glitch - ghostly monsters will appear in the area that do not cause damage. If you shoot one of these, you will lose some HP.

Closer to the destination, keep killing enemies until you reach the base with a sniper and simple military. Perebeyte them all, and then run to the tunnel fenced by the wagon and go inside.

Laboratory X-10

The new laboratory will be more civilized and illuminated than the previous ones. Pass the corridor to get into a large room. Move carefully here, as bloodsuckers prowl all over the lab. This time you will not need to look for codes or passwords - go straight to the marked point.

Soon you will stumble upon the controller - kill him and go down the stairs to get to the boiler rooms. Go to the other side of the room and climb into the corridor, from where you can get to the control panel "Scorcher". Using the lever, you will lose consciousness.

When you wake up, a mysterious voice will turn to you, the owner will be the real Black Stone, or the Wishmaster, who, in fact, is engaged in turning various people's requests into reality. As you remember from the words of the doctor, this voice is glitches from the lab under the Chernobyl nuclear power plant.

Now come back. On the way, you will encounter Monolith units, whose fighters are equipped with exoskeletons. Shoot them in the head to conserve ammo, as the rest of the bodies of these enemies are incredibly tough.

Once outside, you will notice a change in the situation - the fuss has begun, as the military arrived at the Radar with the task of clearing the Monolith. Go to the camp not far from the base with the Lab.

There you will find a wagon with a great Liberty costume. After that, advance to the forked road, where the broken UAZ is located.

Here you have to witness the battle of Svoboda and Dolgovtsy, during which you can help one of the parties or simply wait out. Finally, you only have to return to the Bar if there is a need to recuperate. In the end, you should visit Pripyat.

P rip

In the town overgrown with myths, an amusing scene awaits you from the very beginning - you will meet seasoned mercenaries who can accompany you to the garages. There is an option to refuse, since in reality they are of little use.

After passing the streets and reaching the bare area with the statue, look around, as there are snipers sitting on the roofs with Gauss cannons - an incredibly powerful weapon that kills with one shot. From below, no less formidable opponents await you - the Monoliths.

Ultimately, you need to get to the hotel, where it is more or less calm. When you get to your destination, you will find out the number of the required room - 26 (April 26, there was a disaster at the Chernobyl nuclear power plant).

It is not worth running to the room, as enemies with gauss guns are waiting for you on the way. Collect valuable information on the spot and leave the building, leaving through the stadium. After that, you can reach the overpass at the end of the map, which leads to the station.

CH NPP

First you have to fight off numerous attacks from opponents, while moving fast enough, since the time before the release is limited. During the passage, you should not stop, as many of the bodies ahead will turn out to be simple models without loot.

Behind the concrete fence you will find the railway - from there run to the station, shooting back from the enemies. Kill them all will not work, so just make your way along the wall to the gate.

On the spot, an armored personnel carrier will approach you, from which you immediately need to hide, as it breaks through any armor. Jump into the hatch to get to the next level.

The entrance to the lab is somewhere nearby, and you need to find it. By the way, no one will forbid you to find the sarcophagus directly in order to complete the Monolith ending, but they will turn out to be negative. Go forward, clearing the rooms.

After the corridor, go down to the lower level and go through a crevice in the wall, where about seven enemies have settled. Then find the stairs up, which is guarded by the Monoliths at the end. In order not to give yourself away, rise without light.

On the next floor, you will find corridors that can lead to both the laboratory and the sarcophagus. Step into the corridor with the red beacon to find the stairs. If you choose the right path, then the game itself will inform you about this, indicating in the tasks that you have found a lab.

Finally, you just have to go through the door, which you first have to open. During the decryption, you will have to fight off the Monoliths, after which you will be able to go inside.

After the first part of the encounter, you will go into rooms with lanterns and the Monolith symbol in the middle - destroy everything to interrupt the signal. With each destroyed lantern you will be attacked by fiery poltergeists.

As a result, when you complete the task, you will be contacted by a mysterious scientist with whom you can talk. Ask him about everything that interests you and maybe you will understand what the Zone really is.

At this stage, you can accept the offer of this person to join them, after which the game will end with one of the good endings.

If you refuse, then another level awaits you, during which you will jump through the portals, until you eventually get to the room with these scientists who are in stasis. Kill them or spare them - it's up to you, since there is no right or wrong option here.

Video: walkthrough STALKER Shadow of Chernobyl


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The game "Stalker: Call of Pripyat" was, is and will be one of the best. After all, there is everything that a gamer needs here: an excellent plot, many interesting quests, an indescribable atmosphere, a huge number of opponents and weapons to destroy them. So it is not surprising that for almost ten years this game has been at the top of the rankings. A lot has been written about the passage of the adventure, but in this review we will reveal all the secrets of Stalker: Call of Pripyat: about caches, rare weapons and much more.

Unmarked places on Zaton

Quite often, when passing the game, gamers receive tasks to find one or another object without a mark on the map. And the journey begins from one border of the map to another in search of a quest artifact or the right person. We have collected all the secrets of "Stalker: Call of Pripyat" in order for you to avoid such problems.

The first mystery you will encounter as you progress through the game is the search for Cardan's comrades. This talented technician, who lives on Skadovsk, after a couple of bottles of vodka, will tell about his missing friends: the Barge and the Joker. And of course, you will need to find them. The first missing, Barge, you will find in a cave under the burnt village. You can find the Joker's corpse in the area of ​​the Sosnodub anomaly, in its northwestern part. For completing this quest, you will find a not-so-worthy reward in the game "Stalker: Call of Pripyat": armor and an improved detector. But if you want a good ending in which Cardan survives, then be sure to take on this quest.

Backwater. Where to find tools in "Stalker: Call of Pripyat"

Of course, Cardan is a genius technician capable of repairing or upgrading your weapons or armor. But his possibilities are not unlimited, and for work he will need to get several sets of tools for rough and fine workmanship. To search for the first item, you need to visit the "Sawmill", located in the north-west of the map of the game "Stalker: Call of Pripyat". Backwater is not the safest place, so be careful. This area is infested with zombies and although they are not particularly "smart" opponents, their number (more than 20) can be a serious problem, especially for beginners. If you want to make the task easier - hire a group of stalkers that hang around nearby. You will find a set of tools in the attic of one of the location's houses. For this, you are looking for a building with a staircase - there is only one such building.

Backwater. Tools for fine work

We continue to explore the secret places of the game "Stalker: Call of Pripyat". You will find tools for fine work in the Substation Workshops location. But getting into this area will not be so easy - these ruins have been chosen by a small group of mercenaries. And you can get here in two ways:

  • Breakthrough with a fight. In this case, you will have to shoot the entire group of mercenaries, but keep in mind that the opponents are well armed and dangerous.
  • Completing a task. The commander of the fighters will talk about the lack of food, and if you bring him six units of any food, such as canned food, you can easily enter the workshops.

Quest items on Jupiter

The next technician who will need tools for fine and rough work, is Nitrogen. You will find this character in half of the Yanov station, which belongs to the Duty group. Where can I find tools in Stalker: Call of Pripyat for this character? First of all, you should go to the southwest along railway. Near the bridge is an abandoned train, inside of which the first set is hidden. It will not be difficult to get there - jump from the bridge to the roof of the train and go to the last car. But getting to the object will be much more difficult, because an electrical anomaly is raging inside, a meeting with which will not bring joy. So run from one passage to another and hide in the vestibules to wait out the "storm".

Where to find tools in "Stalker: Call of Pripyat" for fine work? To find them, you need to go to the southeast of the location, to the Jupiter plant. But you need not the building itself, but outbuildings. To get to them, go past the "Concrete Bath" anomaly and straight to the south gate. Next, you are interested in the left building, bypassing which you will find a staircase. Climb up - inside there is a small room with a lot of electrical anomalies, and this place is one of the most dangerous in the Stalker: Pripyat Zone project. The tools are near the opposite window, so use the detector to get to them.

Sets in Pripyat

The following similar secrets of the game "Stalker: Call of Pripyat" are hidden in the final location of the adventure. You will find the first set of tools in the building of the central department store. Be extremely careful: a fairly large flock of jerboas settled inside, so before you go searching, thoroughly replenish your ammunition. The item you need lies in front of the entrance to the basement on the table. Having taken it, you can start searching for the next quest set in the game "Stalker: Call of Pripyat".

Calibration tools are hidden on the territory of the old plant (KBO location). The first floor is pretty safe, of course, if you avoid electrical anomalies, which abound here. On the second floor, you should not relax, because the burer lives here. And this, as you know, is the most dangerous opponent in the game "Stalker: Call of Pripyat". Versions of how to deal with it are divided. Someone prefers to kill such an enemy with a knife, while others wait until the monster drops the kinetic barrier and shoot him with firearms. And in order to open the following secrets of "Stalker: Call of Pripyat" you will have to defeat this enemy.

After the massacre, go into a small room located behind the central hall. This is where you will find the latest available set of tools. But this is not all the secrets of the game "Stalker: Call of Pripyat", the passage, the secrets of which we analyze.

How to destroy the lair of bloodsuckers

Passing this quest will bring you a lot of positive reputation among stalkers. In addition, for getting rid of bloodsuckers every day you will be added cartridges that can be exchanged for money. In general, quite useful and interesting quest, which can be accessed in two ways. The first is to go to the lair and try to shoot all the mutants. For such a passage of the quest, you will need a lot of cartridges and a more powerful shotgun. First, destroy a couple that lives near the entrance to the lair. After that, carefully enter inside, and quietly go to the first left corner. This place will become your point of defense. After that, wait until Capercaillie leaves the room and start shooting monsters. Bloodsuckers will rush from side to side, but they will not be able to get to you. After clearing the area, you can return to Beard for a reward.

The second way to destroy the lair is longer, but much more interesting. First of all, go to Sych and buy information about military gas from him. This purchase will cost two thousand, but thanks to the finds, you will pay for it. After that, your path lies to the destroyed bridge named after Preobrazhensky. You can find this location in the south of the map. This is where the abandoned motorcade stands. In the back of one of the trucks, you will find a locked gas box, and to open it, you will need to find two keys.

To search for them, you need to go to the bridge from the Lesnichestvo side, but this will not be so easy to do - there are a lot of gravitational anomalies in this area. Arm yourself with a detector and bolts and carefully go through the danger zone, remembering to save. In the first free-standing car, you will find a key and a couple of documents that you can sell to Sych and thereby beat off the cost of a "tip". Carefully move along the right side of the bridge to the break. Below you will see an overturned car, and you need to carefully go down to it. Inside, in a cache, you will find the second key and documents.

Now you can pick up the gas and go with it to the lair of bloodsuckers. On the right side of the building you will find ventilation equipment, to which you need to screw the resulting cylinder. After that, a couple of monsters will run out of the building. After killing them, you can go to the Beard for a reward - the quest is completed.

Notes Arrow

This quest is one of the most interesting in the game "Stalker: Call of Pripyat". Strelka's caches are not only well-hidden, but also contain a lot of useful things: weapons, armor, ammo, and artifacts. In addition, each cache has one of the notes that must be collected and given to this character in Pripyat. This will not only earn you the "Keeper of Secrets" achievement, but it will also make it much easier to evacuate this dangerous place later on.

In total, there are three caches of Strelka in the game, and all these secrets of the game "Stalker: Call of Pripyat" are located within the "Jupiter Outskirts" location. So, before you go to Pripyat, it is better to search these secret places. You will find the first cache in the excavator standing near the sand pit. You can climb inside only along the branches of a tree growing near it. Inside, several acid anomalies and a cherished backpack are waiting, and in it is a note to Klyk, weapons and cartridges - all this will come in handy in a further adventure in the game "Stalker: Call of Pripyat", the passage (secrets) of which we are studying.

Next caches Strelka

To unravel the next mystery, you need to go to the Cement Plant. Bypassing the building on the left side and going down to the water, you will find a small niche with three ventilation passages. You can get inside the open opening only by crouching completely. There you will find a chest in which the Strelok left his second cache.

The third cache is located on the territory of the Jupiter plant. In the northwest of the passage to the crashed helicopter is a building with three tanks on the roof. Go to him and go down the stairs to the lower room. In the central part of the room, on the right wall, a small piece of pipe sticks out - it was this place that became the cache for the iconic character of the game "Stalker: Call of Pripyat". Caches have been found, but not all secrets have been discovered in this location yet, so we will continue to study them.

Finding the Oasis

Most players experience some difficulty completing this quest. Finding the entrance to the Oasis is not that difficult, but what to do inside? After all, the wrong passage of segments with portals will endlessly drive you in a circle. Everything is not as complicated as it seems, and with our tips you can unlock these secrets of Stalker: Call of Pripyat. Having reached the room with columns, run through the room several times, trying not to fall under the already active portals. This will activate the missing passages. After four arches light up, run between them - and the entrance to the Oasis will open for you, in which the desired artifact is located. After that, it remains to deliver it to Ozersky and receive his reward.

How to get an exoskeleton

This type of reinforced armor in the official version of the game can only be bought. So do not expect to find an exoskeleton in the caches and caches of the game "Stalker: Call of Pripyat". The armor is only bought and will be available only after your character earns more than 100 thousand rubles and receives the "Wealthy Client" achievement. Until this moment, you will not find an exoskeleton from any seller. Considering that this is a rather expensive purchase, and also requiring expensive repairs, you will need a lot of money to maintain this costume.

There is one rather interesting way that allows you to get rich quick. To do this, you must first complete the task "Tempting Business". You will take this quest from Sych on Skadovsk. After that, you need to complete the tasks from the Beard "Compass" and "Dark Business". At the same time, regardless of whether you took the side of bandits or stalkers, about a thousand rubles will be credited to your account every day. After that, go to the second floor of the ship and sleep until the amount you need is accumulated. In addition, completing the quest to clear the lair of bloodsuckers will bring you several packs of cartridges every day, which you can profitably sell to any merchant and thus collect the missing amount.

The best mods for "Stalker: Call of Pripyat"

It's no secret that the games of the S.T.A.L.K.E.R series have long become cult, and many players who are familiar with the basics of programming have created many addons and mods that bring novelty to the passage. The final part of a series of games called "Stalker: Call of Pripyat" was no exception. Weapon mods, such as Weapon Pack 2.0, will allow you to use a huge variety of weapons that are not available in the official version of the game. Here you can find:

  • 15 types of pistols;
  • 33 different assault rifles;
  • 3 types of light machine gun;
  • several new improvements to standard weapons.

Nothing has been changed in this modification, except for the arsenal of the game "Stalker: Call of Pripyat". Weapon mods most often allow you to explore the exclusion zone with new killer "guns" without changing the environment or the storyline of the adventure. But there are also addons that radically change everything around. And we will talk about them further.

"Black Stalker"

The best mods for "Stalker: Call of Pripyat" are equal to this addon, released in 2011. It's no secret that the first games in the S.T.A.L.K.E.R series were much more difficult and dangerous than the last part. And many hardcore players considered "Call of Pripyat" a simple and safe "kindergarten". But with the release of this modification, everything has changed, because now dangerous mutants and deadly anomalies are waiting for you at every step. In addition, the modification also increases the number of "two-legged" opponents, so now Zaton, Yanov and Pripyat are a rather dangerous place. Although the plot of the game has not changed much, the adventure in the Black Stalker sparkled with new colors. Especially difficult is the game at night, because with the advent of darkness, visibility is reduced to almost zero. In general, if you are tired of playing regular version and you want something more difficult, but without changing the quests, then this modification will add "thrill" to you.

Visual modifications

The game "Call of Pripyat" was released back in 2009, and of course, its graphics are far behind the current realities. But the interest in adventures in the Chernobyl zone does not fade away, and many modifications are being created that improve appearance games without affecting the main plot. One of these addons is "Stalker: Call of Pripyat - Special Forces". In this modification, you almost do not recognize the game, because now it includes the best graphics and gameplay packs, thanks to which the picture has ceased to be "square" and has become much more realistic. In addition, this modification has a lot of additional improvements in the form of new weapons and armor. Also impressive is the realism of using the detector. These devices have acquired animation, which undoubtedly benefited the whole game.

Spawner mods

If you want to try yourself as a developer of the game "Stalker: Call of Pripyat" - the "Lord of the Zone" mod will provide you with such an opportunity. This addon cannot be taken as a full-fledged version of the adventure, but it is extremely useful for those who want to bring something new to the passage or test the "strength" of the created modification. Overlord features:

  • acceleration or deceleration of playing time;
  • adding any amount of money;
  • Ejection call;
  • weather change;
  • moving to any point or location on the map;
  • obtaining by the main character of any type of weapon, cartridges, quest items;
  • adding anomalies;
  • construction of warehouses or buildings.

In general, thanks to this cheat addon, you will be able to create new mod and check its functionality.

New story

To date, there are many different modifications that radically change the entire storyline of the game "Stalker: Call of Pripyat". "Winter - Deserter" is one of those. In this atmospheric addon, your hero will have to experience many new adventures. Moreover, as the name implies, all actions will take place in the winter, and this will make even the most studied places and locations unrecognizable. Main addon changes:

  • changing the main storyline;
  • new weather: snowstorms, snowstorms, snowfalls;
  • 46 additional quests;
  • a huge number of new characters;
  • visibility in the dark is zero;
  • new HUD;
  • new types of weapons, armor, medicines, devices, etc.;
  • the ability to install a silencer on any weapon;
  • changing the descriptions of all items;
  • new natural phenomenon - an eclipse;
  • new secrets and caches;
  • artifact upgrades.

And it's far from full list all the updates and improvements that you can try in the Winter modification. In general, if you are a fan of the Call of Pripyat game, but want something new, then be sure to try this addon - your pleasure is guaranteed.

At the same time, remember that you should install such content only from trusted sources, because third-party programs often contain viruses and can cause irreparable harm to the entire system. So if you want to avoid unnecessary problems, then study the information about the modification, and also read the reviews of other gamers who have downloaded this addon. This will greatly reduce the risk. Also, if you're installing a weapon or armor mod, check to see if it's compatible with your version of the game.

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In the game Stalker Call of Pripyat, the developers did not stint on various kinds of Easter eggs and secrets, which in one way or another are a kind of reference not only to previous parts series Stalker but also to various films, games and interesting events. Easter eggs in Stalker Call of Pripyat, as in any other game, are designed primarily for an attentive player who cares about every little thing in the game, who is ready to look into the most secluded corners of game locations.

Below we tried to collect and present to your attention almost all Easter eggs, and for someone, probably the secrets of the game Stalker Call of Pripyat.

A reference to Clear Sky is that if you go down to the X-8 laboratory, which is located in the city of Pripyat, you can find a photograph of young Lebedev, who, as you know, is the head of the group Clear sky.

When upgrading Seva's costume, the name of Professor Sakharov is mentioned - this is a character from the game Stalker TC, which lives in a mobile bunker on Lake Yantar, near the Wild Territory. Also, the name Sakharov belongs to a real-life physicist who worked on the creation of a hydrogen bomb.

To the west of Skadovsk there are underground passages where you can find the Joker, a friend of the Barge, and also profit from artifacts. To the north of these passages is another cave in which the talking controller lives. When examining the cave, the controller in a menacing tone will ask Degtyarev to get out. But if main character disobeys and moves into the depths of the cave, destroying the controller, then he will see how he will lie on the mattress dead stalker with the call sign Myron. This is a reference to Fallout game 2. In Fallout there is a character with the same name and he is a crazy chemist there.

In a place called Izumrudny, on the walls of dilapidated houses, you can see the image of Soviet cartoon characters, which are actually painted on houses in a real recreation center in Izumrudny.

The lamps from the O-Consciousness laboratory can also be found in Call of Pripyat - this is another reference to the game Stalker PM. One of these lamps lies at the Jupiter factory. It is enough just to come to the room where the entrance to Overpass-1 is located. Find the container we need and break the boards. Behind them will be the same lamp. The second lamp can be found in Pripyat when completing the quest in kindergarten.

At the Cordon location, in a place called the Sawmill, you can find a tractor with the inscription Sprout, and Sprout is a factory that is present in the first part of the Stalker game.

There is also a reference to the previous game in the Stalker series - Clear Sky. In the ChN, Senka was a friend of Transparent, a bandit technique. In Call of Pripyat, Senka is again next to the technician, but this time with Azot on Yanov. After a conversation with Azot, the main character learns that Senka is a faithful assistant to the technician and is ready at any time to complete any small assignments for him.

Pay attention to the name of the detector in the game, some of them are named Veles and Svarog. These names are a reference to the ancient gods of the pagans. Veles is the patron of fairy tales and poetry, and Svarog is the blacksmith god.

Petruha is another reference to the game Stalker Shadow of Chernobyl, with which the main character had to protect the ATP from bandits. We meet him next to the anomaly. If you help him, he will give us a bear detector. However, if we already had this detector before the meeting with Petruha, then it will give us the Fireball artifact.

In the Call of Pripyat addon, we meet Shustry at the Skadovsk base. You can order various modified weapons from him - this is also a reference to the Stalker PM.

In one of the documents that Degtyarev will find in the car on the Preobrazhensky Bridge, there will be a mention of the head of the Stalker project - Ruslan Didenko.

A rather famous stalker named Uncle Yar (a member of the Freedom group), whom you will meet at the Yanov station, was previously encountered in the Clear Sky game. Only his name is Yar and he is also a member of the freedom group. Perhaps this is a coincidence, but here everyone decides for himself.